Tag Archives: progress

STATUS UPDATE XMAS 2012 EDITION

What do real-life game makers do with all those games that never seem to get finished? Do they just release them and hope no one notices? Or are they just so amazing that from the moment they touch the keyboard they produce pure gold? Mine sit on my hard drive, reminding me how unproductive I’ve been recently.

But! But! I have an excuse! A recently started full time job, of which I can hopefully show some results soon. It doesn’t quite take up all my time though, so here’s what else I’m working on: Continue reading STATUS UPDATE XMAS 2012 EDITION

ENFORCED HIATUS

Due to me being a silly person, I’ve been too busy to even look at this site. Robert Yang and I have been working on an overambitious project for superfriendshipclub.com’s Justice pageant. The game, Muckraker is based on a theme of justice through sensationalist journalism, and how it translates the most traditional form of punishment, shame, to modern society. But really it’s just a stealth game with film recording/editing (think Thief + Fatal Frame + our MiniLD #27 entry, Polonius )

Anyway, look out for a beta for Muckraker as well as a “Dev Diary” of sorts in the next couple of weeks.

TITLE SCREEN

Over the Hill

Finally! The tangle of ideas cluttering up my mind have worked themselves into something almost resembling…something.

I somehow have made a mod of an almost usable state, and although public showing is still a while away, I can show you this delightful mess:

What I can say concretely (in back-0f-box bullet form)

  • It is a Source SDK mod and requires Half-Life 2: Episode 2
  • It is short, probably < 1 hr
  • It has no guns
  • It has no ragdoll effects
  • It has plenty of pretension

I fancy it an ‘art’ game, although ultimately that definition is up to the player (This statement conveniently states how pointless I think Ebert’s rant is). It breaks a couple of well worn rules found in game design, not for any rebellious need to ‘re-evaluate game design theory”, but because in the act of ignoring expected rules, authors can coax out some powerful realisations.

Or so I hope!

Suppose something should go here…

So, this is GrapeFruit games, a place I can put my work and other thoughts relating to gaming. If anyone takes note it will hopefully give me a bigger push to get a move on, as well as giving me feedback as I go. Oh, and I know the site and server isn’t great, I’m on a free host while I get things sorted.

Currently working on an iPhone game, my first to be released into the wild, although that is still a while away now. I haven’t settled on a title yet, and I’ll keep gameplay specifics to myself until it’s in a more working state. However, the background stuff I can share. I’m using Unity(iPhone indie version) to build it, a fantastic tool worth every penny, I tried the direct OpenGL way and it would’ve taken me years. Unity lets me build the world directly, and gameplay programming is done through scripts, which are much easier to program, and more importantly, let me change variables quickly so I can fine tune the gamplay.

Unity is really geared towards 3D games, and since mine is 2D, I’m using a mod for it (Sprite Manager)that lets me easily render sprites rather than 3D models. Since I had already made progress making it 3D, I’m currently reverting all my ingame objects to sprites, which hopefully won’t take too long. Once that is done, I can start putting up a couple of screen shots.

Anyway, enough for now, more details about Unity and the game soon,

Thanks for reading!